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The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon.

Lets be honest though, the part we're all here for starts at 11:50.

The original author's hosting some extra spritework on his Deviantart if you want a peek at NotGezora, Varan, and Moguera.

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Mr_Blue
Apr 4, 2015
I never gave up on the Godzilla Creepypasta, it was the original author Cosbydaf who seemed to. A quick check of the sequel blog unfortunately confirms that the last update remains back in 2013. Per the deviantart link you provided, however, he recently said that it was still only on hiatus, so hope springs eternal.

The game looks pretty slick and had me on edge, so thumbs up for that.

Evil Vin
Jun 14, 2006

♪ Sing everybody "Deutsche Deutsche"
Vaya con dios amigos! ♪


Fallen Rib

The Bee posted:

I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon.

Lets be honest though, the part we're all here for starts at 11:50.

The original author's hosting some extra spritework on his Deviantart if you want a peek at NotGezora, Varan, and Moguera.

This is beyond awesome the animations are so smooth. Makes me want to reread the story again.

Mr_Blue posted:

I never gave up on the Godzilla Creepypasta, it was the original author Cosbydaf who seemed to. A quick check of the sequel blog unfortunately confirms that the last update remains back in 2013. Per the deviantart link you provided, however, he recently said that it was still only on hiatus, so hope springs eternal.

That disappointed me so much, I still hold out hope that one day that will be finished.

synthetik
Feb 28, 2007

I forgive you, Will. Will you forgive me?

The Bee posted:



Lets be honest though, the part we're all here for starts at 11:50.

Did I miss "Still The Best. 1973?" cause that's the part I'm here for.

Mr_Blue
Apr 4, 2015
It seems that the hallmark of all great video game creepypasta is a long, painful delay right when it should be entering its prime. Godzilla. The Princess. And it is true of Killswitch, in my opinion the greatest such story.

Killswitch is something I would further consider a paragon of this thread and all things related to it, not the least reason being that it was mentioned in the original post, way back in 2010 (!). The link to the "official" website given in that original post incredibly still works, despite the fact that it was apparently once overrun with Viagra ads. Now, you may be wondering why I have listed Killswitch among these unfinished projects. The answer is that it is because Killswitch was obviously intended to be part of a larger universe. The companion piece What Happened to Agent Small? reveals that at the very least the Karvina Corporation was responsible for these four games:

1) What Happened to Agent Small?
2) Gargantua
3) Guest at the Table of Heaven
4) Killswitch

The only other game ever allegedly written about in that series was Guest, but unfortunately the link only reveals an enigmatic seal. At one point, InvisibleGames had a LiveJournal account which seemed to suggest that the actual story was forthcoming, but all that appears to have died long ago. I also recall long ago discovering that a female author of some accomplishment was responsible for all of this, but each passing day unfortunately seems to further confirm that whoever was responsible for all of this is never returning to it.

My solution to this might be best suited for another thread, though it is something that has given this particular thread new life in the past. That is the fact that I have finally completed something I have long thought about, and that is my own version of Gargantua which can be found here. I offer my thoughts on what I have written below, but so as not to bias anyone before they read the story (if they so choose to) I have kept them behind the spoiler bar. I do not propose in my own vanity that I shall revive the series through my own merits but that perhaps someone else may be inspired to try their hand at it. Even if my own version of Gargantua is trampled in quality by another I shall be ecstatic for it means that the Karvina Corporation lives once again. If not, well, I tried.

Gargantua is only casually mentioned in the Karvina universe as a game that once existed, meaning that even if he is "keeping to the canon" a budding writer has effectively a free hand to make it about whatever he wants, though with some chronological limitations. The first game, Agent Small, happened in 1984 and Killswitch happened in 1989, but everything else is speculation. The specific listing of games in the Small story is Gargantua, Guest, "and of course" Killswitch, which seemed chronological to me but of course could merely be alphabetical or in order of quality. It seemed right that Gargantua could be after Small but before Killswitch, with Killswitch finally being Karvina's first big success and making the world anticipate Guest.

Interestingly, per the Small story the game was actually a failure. My intention was to make Gargantua less of a failure but not quite the success of Killswitch; in other words, one last "experiment" closer to what made Killswitch great that would allow them to finally make the leap and release their first real smash hit. Gargantua was a bridge and I feel my story gets that across.

However, I also intended to write it as if I was the original author, which meant keeping the tone and length of Small and Killswitch. I clearly failed the latter because my story is larger than those two combined. But did I also fail in keeping the tone of the stories in general? When I first thought about writing Gargantua the ideas that eventually came to me, with the meters and weirdness and everything else, were successfully transcribed to the written word. If the ideas are bad, so be it, but I feel that I have executed them about as well as possible.

My real fear is that I have written Rhapsody: Red Edition 2.0 (if you're reading this, Viper Manor/Captain_Indigo, I personally loved it and want more, but there were criticisms). That one started off great but after a long delay it took this turn:

quote:

I’m going to warn you one time. This will get pretentious. I firmly believe that Bad Weather is a game worthy of study. Whether or not a videogame can be art is not something I have any interest in going over, but Bad Weather has a depth and complexity to it that I feel is worth approaching from a pseudo-academic angle. If that somehow offends or bores you, there will be other Let’s Plays around that focus purely on the action, but I think you are really robbing yourself of the full experience.
In sum, it was no longer a video game horror story but literary analysis of a fake video game. While I actually think that still sounds neat I was worried at times that my version of Gargantua was basically unneeded exposition about the mechanics of a wacky video game with no real twist. But like I said, this is my version of Gargantua, for better or for worse. If it is to be improved it will be by the pen of another--which I genuinely hope happens.

Mr_Blue fucked around with this message at 13:03 on May 25, 2015

Konsek
Sep 4, 2006

Slippery Tilde
I really enjoyed reading it, and particularly liked that you touched on someone just looking into the code to see what's up, which is something that always sticks in the back of my mind with these stories. We all know of tcrf.net by now so it always seems an obvious solution to a computer game mystery (although I'm neither a programming expert or a good writer, so I can only speak from the point of view of a reader). But you used that element to create what I thought was a good ending. And no blast processed skeletons of my family in sight. To me, these mysterious but realistic stories which do not involve any supernatural elements like characters coming alive, are the most compelling. I can really suspend my disbelief.

coolskull
Nov 11, 2007

I like the idea, but it feels a bit too wordy. It would also help if you included some line early on about how the game is ostensibly related to the novels. I didn't know there was such a thing, so the mention of the books halfway through confused me.

Adeline Weishaupt
Oct 16, 2013

by Lowtax
Some thoughts I had about your story Mr_Blue, was that it didn't really align with the tone of the previous stories and that was partially because it was overly word-y in comparison. I would also like to note the "in comparison" part, your story was actually still effective at telling an interesting story.

As for why it didn't succeed like Killswitch or Small was that Gargantua just wanted to explain too much. With the former stories there was little in the way for details regarding gameplay mechanics; while your story felt like it needed to heavily detail mechanics and exactly what happened during gameplay. This level of detail and the two digressions about the play community made Gargantua feel like it was both short in length and entirely explored; while Killswitch and Small made it seem like there may have been numerous possible avenues for story and exposition hidden away in some unexplored corner of the game. On top of which Gargantua was also a very abstract story, relying on beginners horror cliches; nonsense semi-philisophical phrases that seem vaguely menacing, literal avatars of death, and aspects that are introduced as a source of mystery but never resolved. Killswitch and Small meanwhile have concrete characters, settings, and plotlines; surreal for sure, but these things can be comprehended as things in-of-themselves rather than symbols of other narratives. More thematic differences was the idea that Killswitch and Small were political screeds using surrealism to communicate their point, making them seem like products of a insane mind; meanwhile Gargantua was not political in it's theming and was the product of an inept developer.

However why Gargantua succeeded in it's own right was the final detail, the game was the product of an inept developer. The "twist" of the score and meters being glitched helped justify the usage of dull cliches, the mechanics were meant to portray the sophomoric narrative of "the player's own existence causes misery"; and the kind of person who would write such a dull game would be likely to be inept at making compelling game play. Just as well, the story did solve one thing that always nags in a part of my mind whenever reading about "vintage computer game" creepypasta like Killswitch; if these games have such a cult following, why does nobody ever analyze the programming of the game itself? By introducing Porto881's discoveries, it said volumes about what the nature of the game was and who Karvina Corporation was. It wasn't a good creepypasta as it wasn't good at being creepy; but it was an interesting world-building story about solving a unsatisfying mystery. If I were to suggest some things to help it succeed better at that, it would be to not use a traditional creepypasta tone and adopt one of a journalist or nerd relaying an interesting historical story to an audience.

GIANT OUIJA BOARD
Aug 22, 2011

177 Years of Your Dick
All
Night
Non
Stop

umalt posted:

Some thoughts I had about your story Mr_Blue, was that it didn't really align with the tone of the previous stories and that was partially because it was overly word-y in comparison. I would also like to note the "in comparison" part, your story was actually still effective at telling an interesting story.

As for why it didn't succeed like Killswitch or Small was that Gargantua just wanted to explain too much. With the former stories there was little in the way for details regarding gameplay mechanics; while your story felt like it needed to heavily detail mechanics and exactly what happened during gameplay. This level of detail and the two digressions about the play community made Gargantua feel like it was both short in length and entirely explored; while Killswitch and Small made it seem like there may have been numerous possible avenues for story and exposition hidden away in some unexplored corner of the game. On top of which Gargantua was also a very abstract story, relying on beginners horror cliches; nonsense semi-philisophical phrases that seem vaguely menacing, literal avatars of death, and aspects that are introduced as a source of mystery but never resolved. Killswitch and Small meanwhile have concrete characters, settings, and plotlines; surreal for sure, but these things can be comprehended as things in-of-themselves rather than symbols of other narratives. More thematic differences was the idea that Killswitch and Small were political screeds using surrealism to communicate their point, making them seem like products of a insane mind; meanwhile Gargantua was not political in it's theming and was the product of an inept developer.

However why Gargantua succeeded in it's own right was the final detail, the game was the product of an inept developer. The "twist" of the score and meters being glitched helped justify the usage of dull cliches, the mechanics were meant to portray the sophomoric narrative of "the player's own existence causes misery"; and the kind of person who would write such a dull game would be likely to be inept at making compelling game play. Just as well, the story did solve one thing that always nags in a part of my mind whenever reading about "vintage computer game" creepypasta like Killswitch; if these games have such a cult following, why does nobody ever analyze the programming of the game itself? By introducing Porto881's discoveries, it said volumes about what the nature of the game was and who Karvina Corporation was. It wasn't a good creepypasta as it wasn't good at being creepy; but it was an interesting world-building story about solving a unsatisfying mystery. If I were to suggest some things to help it succeed better at that, it would be to not use a traditional creepypasta tone and adopt one of a journalist or nerd relaying an interesting historical story to an audience.

Agreed. To me the story read much more like that one about the guy who was fixated on that King's Quest knock off he couldn't finish as a kid than like Killswitch or Agent Small.

That's not to say it was bad at all, but it doesn't feel like it was something made by Karvina.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Checked this thread out again for the first time in months and happened to see the mention of Rhapsody (Red Edition). Looks like it's been updated a few times in the last couple of days. Maybe things will be better this time? Updates will probably come Mon-Wed-Fri from now on.

Sailor Dave
Sep 19, 2013
Phantoms was a little confusing because it referred to things from 1.2, like the breath on the window, which doesn't exist in this rewrite. It's nice to see it updating again, though.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Sailor Dave posted:

Phantoms was a little confusing because it referred to things from 1.2, like the breath on the window, which doesn't exist in this rewrite. It's nice to see it updating again, though.

Ah yeah, I see it, thanks very much.

In case you've not seen it before:

Let's Play Rhapsody (Red Edition)

Linear Zoetrope
Nov 28, 2011

A hero must cook
An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June.

An Actual Bear
Feb 15, 2012


Jsor posted:

An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June.

Last time I checked it isn't 2013.

Linear Zoetrope
Nov 28, 2011

A hero must cook
Oh drat, it was linked in the related section from the MM video so I assumed it was recent and the time table with E3 and June checked out. Sorry.

tote up a bags
Jun 8, 2006

die stoats die

Captain_Indigo posted:

Ah yeah, I see it, thanks very much.

In case you've not seen it before:

Let's Play Rhapsody (Red Edition)


Yesssssssssss

Flight Bisque
Feb 23, 2008

There is, surprisingly, always hope.

An Actual Bear posted:

Last time I checked it isn't 2013.

Son of a bitch what else have you been keeping from me?

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!
Since this is sort of in the thread's field, I might as well ask here: is there a Youtube series specifically about cut/beta/unused content from games? I'm picturing a combination of what you get in text form from TCRF (on the disk, but not used) and Unseen 64 (ideas for games that were worked on but never saw the light of day), only combined and cutting out a lot of the pointless chaff.

It's something that I feel should exist, yet I don't recall seeing anything like it. Part of me actually wants to make it, just so it would exist.

Average Bear
Apr 4, 2010

Cleretic posted:

Since this is sort of in the thread's field, I might as well ask here: is there a Youtube series specifically about cut/beta/unused content from games? I'm picturing a combination of what you get in text form from TCRF (on the disk, but not used) and Unseen 64 (ideas for games that were worked on but never saw the light of day), only combined and cutting out a lot of the pointless chaff.

It's something that I feel should exist, yet I don't recall seeing anything like it. Part of me actually wants to make it, just so it would exist.

Didyouknowgaming has a series on this stuff

Mooseontheloose
May 13, 2003

Jsor posted:

An update on Pop Fiction since I know a lot of people in this thread like it. Looks like the next one will be at the end of June.

They haven't done a big update in awhile, which I get it's probably hard to do but it still makes me sad.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Average Bear posted:

Didyouknowgaming has a series on this stuff

By 'have a series' you mean 'have three videos, two of them on Fallout'. And it took them over a year to do a second one.

Erin M. Fiasco
Mar 21, 2013

Nothing's better than postin' in the morning!



Yuriofwind's Gaming Mysteries series is somewhat decent for that but it's mostly focused on canceled games. If you can wrap your head around his narration style and voice they're usually fairly well-researched and interesting. Sadly i don't know of any exactly like you're suggesting.

Randalor
Sep 4, 2011



Beta64 is tolerable for the most part, and also tends to show off stuff from video footage as well as actual beta cartridge and cut content.

Average Bear
Apr 4, 2010
Game Theory

CaptainCaveman
Apr 16, 2005

Always searching for North.

Mooseontheloose posted:

They haven't done a big update in awhile, which I get it's probably hard to do but it still makes me sad.

There's also that thing where most of the GameTrailers staff got fired in 2014. I wouldn't hold out much hope for another episode of Pop Fiction.

An Actual Bear
Feb 15, 2012


whatsabattle posted:

Son of a bitch what else have you been keeping from me?

BEN DROWNED

TwoPair
Mar 28, 2010

Pandamn It Feels Good To Be A Gangsta
Grimey Drawer

I just threw up in my mouth a little.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!
Yeah, Game Theory is... not what I'm looking for. Ideally Game Theory isn't what anybody should be looking for, at any point. I can appreciate some of his videos, but only from a standpoint of 'yeah, I guess that makes sense', you should really never be in a position where Game Theory is answering a question you're actually asking.

Beta 64 I've never heard of, but looking at it I guess it matches what I was thinking of. His delivery's pretty bad, though, and he's got that thing you see from Unseen 64 and TCRF where you get a lot more focus on minor bits and pieces than they perhaps deserve. Taking his Mario 64 video as an example, he spends several minutes talking about the designs of the damage meters in beta footage, giving them about as much screentime and focus as things like actual unused enemies. By the time I stopped watching the video, he hadn't even mentioned a clear and important (by his standards) difference in the way Mario controls in the beta that his footage showed several times.

Also, how the gently caress has he done that show for two and a half years and not even done a video on Sonic 2. That's like, the biggest one.

Cleretic fucked around with this message at 09:18 on Jun 1, 2015

Randalor
Sep 4, 2011



I said Beta 64 was tolerable, not good. And yeah, gently caress Game Theory. When he starts applying real-world genetics to Mario characters to "prove" that Rosalina is Mario and Peach's kid (despite the fact that that makes no sense and his explanation is easier to explain with "art style") was the second time I gave up on his bullshit. The first was the episode where he "proved" Mario was faster than Sonic. I've only seen two episodes to boot.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!
The only Game Theory episode I'd unironically recommend is the one where he broke down which Link would come out on top in a battle royale*. It wasn't a stupidly overblown theory taking tiny things way out of proportion, or trying to apply real-world science to cartoon lands, it was just using the internal logic and events of the universe to figure out a silly hypothetical.

*To spare everyone the time, his verdict was that while the Link to the Past Link has the greatest dungeon experience and arsenal (thanks to also being the protagonist in Link's Awakening and the Oracle games), and while Twilight Princess Link has the best combat technique, Majora's Mask Link wins out thanks to his ludicrously overpowered masks.

Hemingway To Go!
Nov 10, 2008

im stupider then dog shit, i dont give a shit, and i dont give a fuck, and i will never shut the fuck up, and i'll always Respect my enemys.
- ernest hemingway
Kanye Quest 3030, a parody jrpg like barkley shut up and jam gaiden but for rappers instead of b-ball, apparently has some weird cult-recruitment poo poo hidden in it and no one knows why it's there.

Also I'm in love with the video for the godzilla game even though I never read the whole story - loses something when it's just someone telling you about it but the game should be great glitchy cheesy fun when finished.

Hirayuki
Mar 28, 2010


A team of filmmakers is looking for backers to fund a documentary about the urban-legendary Polybius.

big mean giraffe
Dec 13, 2003

Eat Shit and Die

Lipstick Apathy

Hirayuki posted:

A team of filmmakers is looking for backers to fund a documentary about the urban-legendary Polybius.

Oh boy let's crowd fund a documentary about a fake game everyone's analyzed as thoroughly as possible already through free articles.

Nintendo Kid
Aug 4, 2011

by Smythe
It's like analyzing what your first grade classmate Timmy's uncle who worked at Nintendo totally showed him.

Cleretic
Feb 3, 2010


Ignore my posts!
I'm aggressively wrong about everything!

Nintendo Kid posted:

It's like analyzing what your first grade classmate Timmy's uncle who worked at Nintendo totally showed him.

No it's not, I actually would pay for that.

Booblord Zagats
Oct 30, 2011


Pork Pro

Cleretic posted:

No it's not, I actually would pay for that.

Pretty much what donating to any videogame Kickstarter already is if you think about it

Rocketlex
Oct 21, 2008

The Manliest Knight
in Caketown

The Bee posted:

I know for many people the ship has sailed on NES Godzilla Creepypasta, but did you guys know someone's trying to make it actually playable? Its a very rough WIP, a lot of places have no enemy or music, but I'm liking what they've got so far. They're also demonstrating actual sensibility (ex: not making some levels take minutes to slog through) so at least the devs seem to give a drat instead of just furiously adhering to canon.

This is fantastic and I'm surprised it didn't get off the ground sooner. One of the things that made the original story great was how evocatively (and believably) the gameplay was described. Really makes the conversion to a playable game exciting.

I do wonder how the playable version is going to handle the "final boss." I kinda hope they do something different and break away from the story at that point, because just re-creating it would be...awkward.

coolskull
Nov 11, 2007

So, what is the "primary source" for Polybius? Is there like a rundown of where the story came from in the first place?

Nintendo Kid
Aug 4, 2011

by Smythe

LOVE LOVE SKELETON posted:

So, what is the "primary source" for Polybius? Is there like a rundown of where the story came from in the first place?

The primary source of Polybius is chat rooms and discussion boards in the mid-late 90s. The primary source of the elaboration that it drove people crazy or was a military experiment is 4chan and various forums in the early-mid 2000s. The elaboration is probably due to the fact that GamePro ran an article in 2003 offhandedly mentioning Polybius as a possible short run-limited release arcade machine, which sparked people's interest.

The photoshopped photo of the cabinet for it and the photoshopped title screen both date from shortly after the GamePro article ran.

Edit: That brings something else to mind though, and it's how easy it is to make a ~spooky story~ out of a completely normal game. Here's an example story that's been around the internet for a while:

quote:

The Theater

Have you ever heard of an old game called “The Theater”? Yeah, didn’t think so. Probably because many say it doesn’t even exist.

You see, The Theater was an old game released around the same time as Doom. Today, if you ever find it, it’s only available on crappy bootleg CD-ROMs, which, more often than not, don’t even actually contain the game.

The actual legitimate copies that they say were released back in the day feature a blank cover with nothing but the sprite of what has since been named 'the Ticket-Taker’. He is simply a poorly drawn, pixelated, bald, Caucasian man with large red lips wearing a red vest over a white shirt and black pants.

He is completely expressionless, though some say that if you smash the disc his face is shown as angry the next time you look at the cover, though this is just dismissed as an urban legend. What is peculiar about The Theater, though, is that there is no developer named on the jewel case, nor a game description on the back. It is simply the Ticket-Taker on a white background on both sides.

The game was initially known for its inability to install correctly. The installation process immediately locks up the computer when the user reaches the licensing agreement. Also strange about the licensing agreement for The Theater is that whenever the development studio is supposed to be named, the text is simply a blank line. Anyways, most people who have claimed to owning one of the original CDs say that they figured out how to install the game by simply rebooting their computer on the licensing agreement with the disc still inside. Then they are prompted to press ‘I AGREE’ on startup. Then they continue with the installation.

If a player supposedly manages to find to what they believe to be a *working copy*, they have said that the installer window will freeze and stop responding before you can click your first *next* but they do also say that their PC's do not lock up and it is only the installer that freezes. it is unknown if these are actual copies or fakes but it is widely thought that these *working copies* are just to draw internet attention with no proof of the installation effects.

Upon proper installation, the game then starts up without any introduction besides a main menu that is simply the sprite of a movie theater’s exterior on an empty city street. The title fades in and then the 3 menu buttons ‘NEW GAME, LOAD, OPTIONS’. Selecting OPTIONS immediately crashes the game to the desktop. LOAD is said not to function at all. Even if you do have a saved game, nothing happens when you press it. Thus, NEW GAME is the only working menu option.

Once it is selected you are in the first person view. You are standing in an empty movie theater lobby, with the exception of the Ticket-Taker standing in front of a dark hallway which one can only assume leads to the theaters themselves. There’s nothing to do but look at the poorly-drawn, mostly illegible movie posters or approach the Ticket-Taker. Once the player moves towards the Ticket-Taker a very low-quality sound clip plays saying “THANK YOU, PLEASE ENJOY THE MOVIE” along with a speechbox saying the same thing. You then walk into the hallway and the screen fades to black and you’re back in the empty lobby and you do the exact thing again and again and again.

While this may sound like a really horrible game, a number of peculiar things occur as you continue to play it. The number of times that you have to continue into the hall after giving your ticket to the Ticket-Taker before the strange events happen is unknown. Most state that it’s completely random and could take anywhere from the first playthrough to the four hundredth. What happens, though, has deeply disturbed some players.

The first occurrence is when the player fades back in after walking into the hallway. This time they will notice the Ticket-Taker is completely absent. The player then, without any other options, decides to walk into the dark hallway. The sound clip and text box mentioned previously still play in the absence of the Ticket-Taker, but when the player walks into the hallways the screen does not fade out. It goes pitch black as they walk deeper into the hall, but the player’s footstep sound clip is still playing as they continue to push the up button on their keyboard.

Those claiming to have played the original game report to have felt extremely uncomfortable walking down the hallway, anticipating the whole way something horrible happening. Well, eventually the player is unable to move forward. There is nothing for a few moments before a strange sprite that is described as ‘the Ticket-Taker but with a swirl for a face’ appears and stands before the player.

The original players of the game say their bodies immediately froze up and their stomachs churned they saw this sprite (which has been appropriately named the ‘Swirly Head Man’). Nothing happens as the Swirly Head Man stands before them. Then suddenly a piercing screech plays as the game glitches out. This lasts for a few minutes, with the screeching being continuous. Then the player is abruptly returned to the lobby with all the sounds and graphics being as they should be.

The game continues normally for the next couple of ‘cycles’ of entering the hallway, with a couple of the original players claiming the Swirly Head Man would briefly appear and disappear in the corner of the screen as a brisk ‘yelp’ sound effect plays. Then, at some point after meeting the Swirly Head Man, the player sees the Ticket-Taker pacing back and forth (though there is no walking animation - the sprite’s limbs are completely static, so he just hops up and down slightly as a substitute) with his eyes being wide and his mouth open to simulate a worried facial expression.

Some players noted that the movie posters had been replaced with images of the Swirly Head Man, which caused them to immediately turn their character’s head away from the posters and approach the Ticket-Taker. Then another, different, low-quality sound clip plays, but the speech box contains nothing but corrupted characters that cause whatever text that would have been in the box to be completely illegible.

Due to the extremely low quality of the sound, it is debated by players what exactly the Ticket-Taker says at this point, though it is widely agreed that he says ‘NEVER REACH THE OTHER LEVELS’. Then the screen fades out once again and returns the player back to their starting point in the lobby, but the Ticket-Taker is gone and the hallway is blocked by a large brick wall sprite. Touching the brick wall will immediately crash the game, and that’s all there is to it.

No one knows what the ‘Other Levels’ are or how to gain access to them, nor is it known why the Swirly Head Man causes such acute fear in those who have seen him in the game. All the original copies of The Theater have either been lost or destroyed. But the creepiest part is the fact that is that all the original players of the game claim to occasionally see a brief glimpse of the Swirly Head Man out of the corner of their eyes...

But then after a while of it going around someone who actually had the game does a takedown:

quote:

It’s not something whispered about in certain circles, it’s not something that comes in a plain-looking jewel case, it’s not by a nameless untraceable developer… and it’s certainly not supernatural.

The game in question is indeed called The Theatre (r before e), and was developed by a company called Salida Software. I’m fairly certain it’s an English company, despite the Spanish name. As far as I know, all they made was learning software (I have a maths suite from them somewhere around here), so The Theatre was probably meant to be some sort of edumentainment game. The game was obviously never finished, probably from lack of funding or the whole company going under.

The description in the story is actually pretty accurate; it’s in a first-person perspective, with flat sprites in a 3D(ish) environment, and glitchy as hell. The Ticket Taker has an egg-shaped body, and one of his hands.is huge and misshapen, I think to look like he’s reaching toward you for your ticket. The description of the Swirly Head Man is also accurate, just a glitched version of the Ticket Taker, but I saw a few people saying that he looks like Giygas… That’s not the case. The features of his face are just swirled, and are red because his lips are gigantic. I have absolutely no idea why this happens, because while there are a few character sprites in the game’s resources, that isn’t one of them. Oh, and just to clarify, the sprite is a bit creepy. That’s all. It’s not terrifying, it’s never filled me with a sense of dread, it’s just a bit creepy.

The game plays pretty much exactly as stated in the story; so accurately, in fact, that I think the author just downloaded it somewhere and decided to make a scary story of his experiences. I’ll admit that some things in it can be unsettling, but not OMG crap-yer-pants scary. Like I said, the game is unfinished, and very glitchy.

I think the idea is to select a movie from the posters on the wall, enter the theater, and play a minigame. The minigames are glitchy (and missing resources) to the point of being almost unplayable, but there doesn’t seem to be a time limit on any of them, so you just have to plow through until you’ve done something right enough times to be dumped into the lobby. What’s described in the story is what happens if you don’t select a movie; you’ll be allowed to enter the theater, but since the parameter of which game to load hasn’t been set you’ll just be dumped back into the lobby.

Here’s where it gets a bit weird. If you continue to enter the theater without choosing a movie, odd, sometimes creepy things WILL happen. I’m not sure why, but if I were to make an educated guess it would be that glitching past the minigames like this causes variables to reach values that they weren’t meant to, resulting in things appearing where they shouldn’t. Or, y’know, the game is just glitched to hell and back. It’s been years, but here are some of the effects I can remember:

-The Swirly Head Man

-Movie posters appearing out of their frame

-Textures changing color

-Legitimately disturbing audio issue

-Other characters

-Other areas

The last two are obviously the most interesting ones. Sometimes you’ll spawn in a small room with a black floor and green walls, which will crash the game if touched. Sometimes you’ll appear in a room similar to the lobby, with a concession stand… kind of. There’s a woman behind the counter, with an incredibly poorly-drawn popcorn machine and soda fountain, but it’s all just an image on the wall. It’s basically just a big yellow concession stand mural. I don’t remember if you can interact with it or not.

The only character that appears worth talking about is a guy in a brown jacket, who appears on the sidewalk outside the lobby. Looking back, I don’t think the story mentioned this, but to the left of where you start out the wall is a row of glass doors looking out onto the street outside the theater. If you glitch past the minigames enough, a man in weird-looking jacket (I think it’s supposed to be tweed? it’s a mess) with a huge smile on his face will be just on the other side of the doors, staring at you. I mean a HUGE smile, like Freaky Fred or Spark Brushel (Google image search if you want).

…Actually, since he has the same body shape as the Ticket Taker, he looks a bit like the mayor from The Nightmare Before Christmas. His smile isn’t creepy though, it’s just broad; what IS creepy are his eyes. While the Ticket Taker, ash tray, and other sprites will always face you, the smiling guy is anchored in place like one of the walls. His eyes, however, are always staring right at you. Just thinking about that gives me chills… Okay, okay, while there’s nothing overtly scary or supernatural about the game itself, that’s one thing that I will admit legitimately scares me. Like a porcelain doll…

Ahem. That’s pretty much all there is to The Theatre. If you can find it somewhere, I’d recommend downloading it just to see what it’s like. Oh! One thing I’d forgotten… As stated in the story, getting the thing to run is, to say the least, difficult. I think someone got a hold of all of the code and resources and just compiled it and added their own installer or something. Again, there’s nothing paranormal about the installation, it just doesn’t work well.

Nintendo Kid fucked around with this message at 03:50 on Jun 8, 2015

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MasterSlowPoke
Oct 9, 2005

Our courage will pull us through
It's also easy when both versions are completely made up.

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